  precision highp sampler2D;
  uniform sampler2D baseTexture;
  in vec2 v_textureCoordinates;
  void main()
  {
    vec4 color = texture(baseTexture,v_textureCoordinates);
    float alpha = 1.0 - color.r * color.g * color.b;
    color.a = min(color.a,alpha);
    color.rgb = vec3(0.0);
    out_FragColor = color;
  }